It wasn't mean to be about you. I gave the guy information on where he can find the original post if he cares.
That said, I can't really consider the normalization of Crit a nerf. It simply makes Crit more reliable. Yes, you can't high-roll anymore, but the average damage from Crit itself hasn't been weakened. Of course - Crit a "trash" stat since the amount of damage you gain on average is pitiful when compared to things like Assault. When you no longer high-roll the fuck out of it's simply more apparent, and old damage records become harder to reach, making it seem like a nerf.
Normally that would be the case, but there are at least two things in this game's design that goes against that concept. First of all, Crit Rate and Crit Bonus aren't always even in ratio. For this case, it doesn't matter how high your bonus dmg is, if your Crit rate of the said roll is low, it becomes shit. OTOH, if you have very high or guaranteed Crit rate, as long as your bonus isn't too ugly, you gain significant profit no matter what. Second of all, this game's content is (and increasingly so) designed in a way that you need to exploit small openings of your target in order to do effective dmg while the other time you are either cockblocked or you are too busy to deal with mechanics. It's much preferred that you have a chance for a high roll of spike dmg when it matters. Going the opposite direction aka 'normalizing' in this kind of gameplay is simply a garbage move.
And then when it matters it gives nothing (damn this Aether buff which takes 20% HP and far too often does nothing). While design-wise making crit 'normalized' is... quite weird, seeing 'normalizing' as bad is also weird to me, but I personally don't like win-or-lose decided by a result of a coin toss. Also such a high reliance on luck has no place in competetitive game... which Kamihime is not, so not really that much of a problem.
Using Aether as example, compared to 1.35x dmg burst being normalized to next to nothing all the time, I'll take my 30% chance at all or nothing thank you. It's a case of 'nothing and nothing' vs 'nothing OR something'. 20% HP? Sure, take it. 3k HP means nothing in raids and Tower/Dummy events anyway. 'Normalization' is plain laziness. Why bother giving it two parameters (Crit Rate, Crit Bonus) if you're gonna normalize it? Might as well make it a flat multiplier bracket like Special Attack and call it a day. Calling it Crit is a disgrace to the term.
Last edited by Bear; 02-25-2019 at 09:24 AM.
With that I can agree. Critical as mechanic was never supposed to be about average.
If about 10.5% damage increase is next to nothing to you... well, you have about 16.3% 47.2% chance on full burst to deal more damage than that, about 83.7% 52.8% to deal less (that is assuming all members deals same damage). Yes, I can see situations where random crit is better (never said it was universally worse), but I can see some where it is worse. Matter of preference, really.
Last edited by Gludateton; 02-25-2019 at 10:01 AM. Reason: Wrong calculations
The other responses are correct for the current state of the game. But just like how wind now has Hanuman for high powered scaling, thunder will eventually have Nidhoggr available (in late May). What this means:
1. You don't need to spend orbs to pick up Amaru from the exchange just yet. But should you ever roll Nidhoggr and still want a filler thunder eidolon for stats, that's when you go get Amaru.
2. If you're capable of easily picking up future event eidolons, do so. Just in case you roll any of the new scaling eidolons. Most future event eidolons have pretty good base stats (Python's weak at 1290 atk and Abou's the next weakest at 1770; 3rd weakest is...Stolas at 1860, but +10% makes her 2046 for wind teams).